Public Repository for the Magicbane Shadowbane Emulator
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// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ .
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// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀
// Magicbane Emulator Project © 2013 - 2022
// www.magicbane.com
package engine.net.client.msg.group;
import engine.gameManager.GroupManager;
import engine.mbEnums.GameObjectType;
import engine.net.AbstractConnection;
import engine.net.ByteBufferReader;
import engine.net.ByteBufferWriter;
import engine.net.Protocol;
import engine.net.client.msg.ClientNetMsg;
import engine.objects.Group;
import engine.objects.PlayerCharacter;
import java.util.Collections;
import java.util.Set;
import java.util.concurrent.ConcurrentHashMap;
//See GroupUpdateMsgBreakdown.txt is SBData directory.
public class GroupUpdateMsg extends ClientNetMsg {
private int messageType;
private int unknown02;
private int playerUUID;
private Set<PlayerCharacter> players;
private Group group;
/**
* This is the general purpose constructor.
*/
public GroupUpdateMsg() {
super(Protocol.UPDATEGROUP);
this.messageType = 1;
this.unknown02 = 1;
this.playerUUID = 0;
this.players = Collections.newSetFromMap(new ConcurrentHashMap<>());
}
public GroupUpdateMsg(int messageType, int unknown02, Set<PlayerCharacter> players, Group group) {
super(Protocol.UPDATEGROUP);
this.messageType = messageType;
this.unknown02 = unknown02;
this.playerUUID = 0;
this.players = players;
this.group = group;
}
/**
* This constructor is used by NetMsgFactory. It attempts to deserialize the
* ByteBuffer into a message. If a BufferUnderflow occurs (based on reading
* past the limit) then this constructor Throws that Exception to the
* caller.
*/
public GroupUpdateMsg(AbstractConnection origin, ByteBufferReader reader) {
super(Protocol.UPDATEGROUP, origin, reader);
}
private static void _serializeFour(ByteBufferWriter writer) {
// 4 sends a party dissolved window
for (int i = 0; i < 3; i++) {
writer.putInt(0);
}
}
// *** Refactor: This method is an abortion. Needs to be re-written from scratch.
/**
* Serializes the subclass specific items to the supplied ByteBufferWriter.
*/
@Override
protected void _serialize(ByteBufferWriter writer) {
writer.putInt(GameObjectType.Group.ordinal());
writer.putInt(this.group.getObjectUUID());
writer.putInt(this.messageType);
// 5 breaks everything including movement etc
// 4 sends a party dissolved message
// 3 closes the group window and leaves the group
// 2 seems to update the location but not the stats correctly upon coming back into range
// 1 seems to add you to the group but if called by a job tops up your stats on the client and desyncs it
switch (messageType) {
case 4:
GroupUpdateMsg._serializeFour(writer);
break;
case 5:
this._serializeFive(writer);
break;
case 6:
this._serializeSix(writer);
break;
case 7:
this._serializeSeven(writer);
break;
case 8:
this._serializeEight(writer);
break;
default:
writer.putInt(this.unknown02);
// Send player data
writer.putInt(this.players.size());
int i = 0;
for (PlayerCharacter pc : this.players) {
this.serializePlayer(writer, pc, this.messageType, i++);
}
writer.putInt(0); // end data
break;
}
}
private void serializePlayer(ByteBufferWriter writer, PlayerCharacter player, int messageType, int count) {
if (messageType == 1) {
writer.putString((player != null) ? player.getFirstName() : "nullError");
writer.putString((player != null) ? player.getLastName() : "");
} else if (messageType == 2) {
if (count == 0) {
writer.putString((player != null) ? player.getFirstName() : "nullError");
writer.putString((player != null) ? player.getLastName() : "");
} else {
writer.putInt(0);
}
} else if (messageType == 3) {
writer.putString(" ");
writer.putString(" ");
} else {
writer.putInt(0);
writer.putInt(0);
}
if (messageType == 3) {
for (int i = 0; i < 6; i++) {
writer.putInt(0);
}
} else {
// mana health stam %
writer.putInt((int) (player.getHealth() / player.getHealthMax() * 100)); // should be health but does nothing
writer.putInt((int) (player.getStamina() / player.getStaminaMax() * 100)); // stam %
writer.putInt((int) (player.getMana() / player.getManaMax() * 100)); // mana %
writer.putInt((player != null) ? Float.floatToIntBits(player.getLoc().getX()) : 0);
writer.putInt((player != null) ? Float.floatToIntBits(player.getLoc().getY()) : 0);
writer.putInt((player != null) ? Float.floatToIntBits(player.getLoc().getZ()) : 0);
}
if (player == null)
writer.putLong(0);
else {
writer.putInt(GameObjectType.PlayerCharacter.ordinal());
writer.putInt(player.getObjectUUID());
}
if (messageType == 3) {
writer.putInt(0);
writer.putInt(-1);
writer.putInt(0);
return;
} else if (messageType == 5) {
writer.putInt(0);
writer.putInt(0);
return;
}
if (group != null && player != null) {
writer.putInt((this.group.getGroupLead() == player) ? 2 : 1);
} else {
writer.putInt(1);
}
if (messageType == 2) {
writer.putInt(-1);
writer.putInt(0);
return;
}
writer.putInt(1);
writer.putInt(1);
writer.put((byte) 1);
// if sending message type 1 this seems to make the group window flicker the button
// i think getfollow and split gold might be the wrong way around
if (group != null) {
writer.put(this.group.getSplitGold() ? (byte) 1 : (byte) 0);
} else {
writer.put((byte) 0);
}
// always gets reset on a message type 1
if (player != null) {
writer.put(player.getFollow() ? (byte) 1 : (byte) 0);
} else {
writer.put((byte) 0);
}
}
//sync player's stats and position
private void _serializeFive(ByteBufferWriter writer) {
writer.putInt(1);
writer.putInt(players.size() - 1);
for (PlayerCharacter player : players) {
if (player.getObjectUUID() == this.playerUUID) {
continue; //skip self
}
writer.putInt((int) (player.getHealth() / player.getHealthMax() * 100));
writer.putInt((int) (player.getStamina() / player.getStaminaMax() * 100));
writer.putInt((int) (player.getMana() / player.getManaMax() * 100));
writer.putFloat(player.getLoc().x);
writer.putFloat(player.getLoc().y);
writer.putFloat(player.getLoc().z);
writer.putInt(GameObjectType.PlayerCharacter.ordinal());
writer.putInt(player.getObjectUUID());
}
writer.putInt(0);
writer.putInt(0);
}
private void _serializeSix(ByteBufferWriter writer) {
writer.putInt(0);
if (this.group != null) {
writer.put(this.group.getSplitGold() ? (byte) 1 : (byte) 0);
} else {
writer.put((byte) 0);
}
writer.putInt(0);
writer.putInt(0);
}
private void _serializeSeven(ByteBufferWriter writer) {
PlayerCharacter player = this.players.iterator().next();
writer.putInt(0);
if (player != null) {
writer.put(player.getFollow() ? (byte) 1 : (byte) 0);
} else {
writer.put((byte) 0);
}
writer.putInt(0);
writer.putInt(0);
}
private void _serializeEight(ByteBufferWriter writer) {
PlayerCharacter player = this.players.iterator().next();
;
writer.putInt(0);
if (player != null) {
writer.put(player.getFollow() ? (byte) 1 : (byte) 0);
writer.putInt(GameObjectType.PlayerCharacter.ordinal());
writer.putInt(player.getObjectUUID());
} else {
writer.put((byte) 0);
writer.putLong(0L);
}
writer.putInt(0);
writer.putInt(0);
}
/**
* Deserializes the subclass specific items from the supplied
* ByteBufferReader.
*/
@Override
protected void _deserialize(ByteBufferReader reader) {
this.players = Collections.newSetFromMap(new ConcurrentHashMap<>());
reader.getInt();
this.group = GroupManager.getGroup(reader.getInt());
// TODO figure this mess out
}
public void addPlayer(PlayerCharacter value) {
this.players.add(value);
}
public void setPlayer(PlayerCharacter value) {
this.players.clear();
this.players.add(value);
}
/**
* @return the messageType
*/
public int getMessageType() {
return messageType;
}
/**
* @param messageType the messageType to set
*/
public void setMessageType(int messageType) {
this.messageType = messageType;
}
/**
* @return the unknown02
*/
public int getUnknown02() {
return unknown02;
}
/**
* @param unknown02 the unknown02 to set
*/
public void setUnknown02(int unknown02) {
this.unknown02 = unknown02;
}
/**
* @return the playerUUID
*/
public long getPlayerID() {
return playerUUID;
}
/**
* @param playerUUID the playerUUID to set
*/
public void setPlayerUUID(int playerUUID) {
this.playerUUID = playerUUID;
}
/**
* @return the players
*/
public Set<PlayerCharacter> getPlayers() {
return players;
}
/**
* @param players the players to set
*/
public void setPlayers(Set<PlayerCharacter> players) {
this.players = players;
}
/**
* @return the group
*/
public Group getGroup() {
return group;
}
/**
* @param group the group to set
*/
public void setGroup(Group group) {
this.group = group;
}
}